Update 5- um, worms
So, I got the basics of how I want the ch1 stonewyrm (centipede) boss to act. This took *way* longer than I expected it to.
You know, this guy:
Just the basic wormy-ness with infinitely scaling length and target tracking for now. Actual boss behavior is up next. The stutter is mostly to do with me having several dozen browser tabs and about five blender files open. Now, do I fix my window-hoarding habits, or buy more ram?
Anyway, also got another player attack animation done. The old attack animations were more "technically" correct, but more telegraphing turned out to be a good thing in a game- especially in my relatively stylized... style.
Other than that, you lose your magic reverse-gravity shoes at the end of chapter 1, but chapter 3 takes place in a floating city. So how do you get up there?
Get Bloodless
Bloodless
Status | In development |
Author | argoms |
Genre | Action |
Tags | 3D, Boss battle, boss-rush, Short, Singleplayer, Third Person |
More posts
- ReleaseJun 05, 2022
- The Not-Quite-Release PreviewMar 27, 2022
- Update 16- So it's that kind of bi-monthly after allMay 01, 2021
- Progress update- 2020 in reviewFeb 15, 2021
- Progress update: June (barely)Jun 30, 2020
- First public releaseMar 26, 2020
- Progress update (mid-March)Mar 16, 2020
- Bits on bosses, and player mechanicsFeb 08, 2020
- Last year in review (AKA- Oh right, there's a devlog!)Jan 10, 2020
- Update 10Nov 21, 2019
Comments
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Hey, this looks pretty neat! I think the player's walk cycle is a bit calm, though, considering you're in the middle of a boss. Will there be some kind of run? I know that dashing transitions into a sprint, but the normal walk feels a bit off. That's just my opinion, though. I don't do 3D anything.
I agree that the walk is definitely off. I'm completely redoing most of the player's animations (started with the attack animation posted), what exists now is just thrown together placeholders basically.
The attack animation looks better now imo, so good job :D